• Acrobat | Advantage to jump and tumble
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• Armored | Ignore the first damage taken in each conflict while wearing Heavy Armor
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• Barfighter | Roll a basic test when using anything as a weapon
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• Berserker | Disadvantage attack deals +1 damage
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• Brawler | Evade with 2d6 when fighting unarmed
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• Cavalier | When mounted, if you spend your first Action moving, your Attack as your second Action deals +1 damage.
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• Charismatic | Advantage to convince or influence someone
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• Cleave | If you drop your target to 0 HP, immediately attack again with disadvantage
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• Dark-fighter | No Disadvantage on attacks with impaired sight
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• Defender | Redirect attacks that hit adjacent targets to hit yourself (before evade)
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• Diehard | Once per day when reduced to 0 HP you instead revert to 2 HP.
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• Drunken-Brawler | When intoxicated Evade does not cost an action and Disadvantage to delicate work
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• Dungeoneer | Advantage to navigate dungeons and identify it's denizens
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• Educated | Advantage on knowing information
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• Eidetic-Recall | Advantage to recall any detail
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• Fleet-Footed | Advantage for speed tests and you move faster than others
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• Insightful | Advantage to discern deception or sence someone's attitude
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• Marksman | Focused Attacks succeed on a 3 or higher
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• Nimble | Advantage to pick lock, steal, or sleight of hand
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• Opportunist | Attack with Disadvantage each Enemy that hit you
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• Outrider | Once per turn after moving roll at disadvantage. If successful, immediately move again as part of the same action.
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• Perceptive | Advantage on tests to notice things
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• Quick-Shot | Reloading ranged weapons does not cost an action
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• Resolute | Advantage on all Save Tests
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• Shield Bearer | Evade tests use 2d6 while holding a shield
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• Sneaky | Advantage on tests to hide and move without being noticed
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• Specialist | Gain automatic focus with a specific mastered weapon
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• Strong | Advantage on tests dealing with strength
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• Survivalist | Advantage to find food, water, or shelter in the wild
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• Tough | Gain 2 HP
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• Tracker | Advantage to track in the wilderness and know directions while outside
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• Trapmaster | Advantage to create, locate, disable, and Save verses traps
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• Vigilant | Advantage on initiative and Basic Test to wake to danger
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•Weapon-Specialization | (Prerequisite: weapon mastery, No Mystic Traits) Pick a single weapon that you have mastery of to specialize in. All attacks with a specialized weapon automatically gain focus. This can only be taken once. Heavy weapons that are specialized deal +2 damage on a critical hit instead of +1. |